23 research outputs found
Collaborative composition for musical robots
The goal of this research is to collaborate with a number of different artists to explore the capabilities of robotic musical instruments to cultivate new music. This paper describes the challenges faced in using musical robotics in rehearsals and on the performance stage. It also describes the design of custom software frameworks and tools for the variety of composers and performers interacting with the new instruments. Details of how laboratory experiments and rehearsals moved to the concert hall in a variety of diverse performance scenarios are described. Finally, a paradigm for how to teach musical robotics as a multimedia composition course is discussed
Enhancing stroke generation and expressivity in robotic drummers - A generative physics model approach
The goal of this master's thesis research is to enhance the stroke generation capabilities and musical expressivity in robotic drummers. The approach adopted is to understand the physics of human fingers-drumstick-drumhead interaction and try to replicate the same behavior in a robotic drumming system with the minimum number of degrees of freedom. The model that is developed is agnostic to the exact specifications of the robotic drummer that will attempt to emulate human like drum strokes, and therefore can be used in any robotic drummer that uses actuators with complete control over the motor position angle. Initial approaches based on exploiting the instability of a PID control system to generate multiple bounces and the limitations of this approach are also discussed in depth. In order to assess the success of the model and the implementation in the robotic platform a subjective evaluation was conducted. The evaluation results showed that, the observed data was statistically equivalent to the subjects resorting to a blind guess in order to distinguish between a human playing a multiple bounce stroke and a robot playing a similar kind of stroke.M.S
Expressive Musical Robots: Building, Evaluating, and Interfacing with an Ensemble of Mechatronic Instruments
An increase in the number of parameters of expression on musical robots can result in an increase in their expressivity as musical instruments. This thesis focuses on the design, construction, and implementation of four new robotic instruments, each designed to add more parametric control than is typical for the current state of the art of musical robotics. The principles followed in the building of the four new instruments are scalable and can be applied to musical robotics in general: the techniques exhibited in this thesis for the construction and use of musical robotics can be used by composers, musicians, and installation artists to add expressive depth to their own works with robotic instruments.
Accompanying the increase in parametric depth applied to the musical robotics is an increase in difficulty in interfacing with them: robots with a greater number of actuators require more time to program. This document aims to address this problem in two ways: the use of closed-loop control for low-level adjustments of the robots and the use of a parametric encoding-equipped musical robot network to provide composers with intuitive musical commands for the robots.
The musical robots introduced, described, and applied in this thesis were conceived of as musical instruments for performance and installation use by artists. This thesis closes with an exhibition of the performance and installation uses of these new robots and with a discussion of future research directions
Timbral Learning for Musical Robots
abstract: The tradition of building musical robots and automata is thousands of years old. Despite this rich history, even today musical robots do not play with as much nuance and subtlety as human musicians. In particular, most instruments allow the player to manipulate timbre while playing; if a violinist is told to sustain an E, they will select which string to play it on, how much bow pressure and velocity to use, whether to use the entire bow or only the portion near the tip or the frog, how close to the bridge or fingerboard to contact the string, whether or not to use a mute, and so forth. Each one of these choices affects the resulting timbre, and navigating this timbre space is part of the art of playing the instrument. Nonetheless, this type of timbral nuance has been largely ignored in the design of musical robots. Therefore, this dissertation introduces a suite of techniques that deal with timbral nuance in musical robots. Chapter 1 provides the motivating ideas and introduces Kiki, a robot designed by the author to explore timbral nuance. Chapter 2 provides a long history of musical robots, establishing the under-researched nature of timbral nuance. Chapter 3 is a comprehensive treatment of dynamic timbre production in percussion robots and, using Kiki as a case-study, provides a variety of techniques for designing striking mechanisms that produce a range of timbres similar to those produced by human players. Chapter 4 introduces a machine-learning algorithm for recognizing timbres, so that a robot can transcribe timbres played by a human during live performance. Chapter 5 introduces a technique that allows a robot to learn how to produce isolated instances of particular timbres by listening to a human play an examples of those timbres. The 6th and final chapter introduces a method that allows a robot to learn the musical context of different timbres; this is done in realtime during interactive improvisation between a human and robot, wherein the robot builds a statistical model of which timbres the human plays in which contexts, and uses this to inform its own playing.Dissertation/ThesisDoctoral Dissertation Media Arts and Sciences 201
Designing instruments towards networked music practices
It is commonly noted in New Interfaces for Musical Expression (NIME) research that
few of these make it to the mainstream and are adopted by the general public. Some
research in Sound and Music Computing (SMC) suggests that the lack of humanistic
research guiding technological development may be one of the causes. Many new
technologies are invented, however without real aim else than for technical
innovation, great products however emphasize the user-friendliness, user involvement
in the design process or User-Centred Design (UCD), that seek to guarantee that
innovation address real, existing needs among users. Such an approach includes not
only traditionally quantifiable usability goals, but also qualitative, psychological,
philosophical and musical such. The latter approach has come to be called experience
design, while the former is referred to as interaction design. Although the Human
Computer Interaction (HCI) community in general has recognized the significance of
qualitative needs and experience design, NIME has been slower to adopt this new
paradigm. This thesis therefore attempts to investigate its relevance in NIME, and
specifically Computer Supported Cooperative Work (CSCW) for music applications
by devising a prototype for group music action based on needs defined from pianists
engaging in piano duets, one of the more common forms of group creation seen in the
western musical tradition. These needs, some which are socio-emotional in nature, are
addressed through our prototype although in the context of computers and global
networks by allowing for composers from all over the world to submit music to a
group concert on a Yamaha Disklavier in location in Porto, Portugal. Although this
prototype is not a new gestural controller per se, and therefore not a traditional NIME,
but rather a platform that interfaces groups of composers with a remote audience, the
aim of this research is on investigating how contextual parameters like venue, audience, joint concert and technologies impact the overall user experience of such a
system. The results of this research has been important not only in understanding the
processes, services, events or environments in which NIMEâs operate, but also
understanding reciprocity, creativity, experience design in Networked Music
practices.à de conhecimento generalizado que na årea de investigação em novos interfaces para
expressĂŁo musical (NIME - New Interfaces for Musical Expression), poucos dos
resultantes dispositivos acabam por ser popularizados e adoptados pelo grande
pĂșblico. Algum do trabalho em computação sonora e musical (SMC- Sound and
Music Computing) sugere que uma das causas para esta dificuldade, reside
numalacuna ao nĂvel da investigação dos comportamentos humanos como linha
orientadora para os desenvolvimentos tecnolĂłgicos. Muitos dos desenvolvimentos
tecnológicos são conduzidos sem um real objectivo, para além da inovação
tecnolĂłgica, resultando em excelentes produtos, mas sem qualquer enfĂąse na
usabilidade humana ou envolvimento do utilizador no processo de Design (UCDUser
Centered Design), no sentido de garantir que a inovação atende a necessidades
reais dos utilizadores finais. Esta estratégia implica, não só objectivos quantitativos
tradicionais de usabilidade, mas tambĂ©m princĂpios qualitativos, fisiolĂłgicos,
psicolĂłgicos e musicolĂłgicos. Esta ultima abordagem Ă© atualmente reconhecida como
Design de ExperiĂȘncia (Experience Design) enquanto a abordagem tradicional Ă©
vulgarmente reconhecida apenas como Design de Interação (Interaction Design).
Apesar de na ĂĄrea Interação Homem-Computador (HCI â Human Computer
Interaction) as necessidades qualitativas no design de experiĂȘncia ser amplamente
reconhecido em termos do seu significado e aplicabilidade, a comunidade NIME tem
sido mais lenta em adoptar este novo paradigma. Neste sentido, esta Tese procura
investigar a relevĂąncia em NIME, especificamente nu subtĂłpico do trabalho
cooperativo suportado por Computadores (CSCW â Computer Supported Cooperative
Work), para aplicaçÔes musicais, através do desenvolvimento de um protótipo de um
sistema que suporta açÔes musicais coletivas, baseado nas necessidades especificas de Pianistas em duetos de Piano, uma das formas mais comuns de criação musical em
grupo popularizada na tradição musical ocidental. Estes requisitos, alguns sócioemocionais
na sua natureza, são atendidos através do protótipo, neste caso aplicado ao
contexto informåtico e da rede de comunicaçÔes global, permitindo a compositores de
todo o mundo submeterem a sua mĂșsica para um concerto de piano em grupo num
piano acĂșstico Yamaha Disklavier, localizado fisicamente na cidade do Porto,
Portugal. Este protĂłtipo nĂŁo introduz um novo controlador em si mesmo, e
consequentemente nĂŁo estĂĄ alinhado com as tĂpicas propostas de NIME. Trata-se sim,
de uma nova plataforma de interface em grupo para compositores com uma audiĂȘncia
remota, enquadrado com objectivos de experimentação e investigação sobre o
impacto de diversos parĂąmetros, tais como o espaço performativo, as audiĂȘncias,
concertos colaborativos e tecnologias em termos do sistema global. O resultado deste
processo de investigação foi relevante, não só para compreender os processos,
serviços, eventos ou ambiente em que os NIME podem operar, mas também para
melhor perceber a reciprocidade, criatividade e design de experiencia nas prĂĄticas
musicais em rede
Buddy - caixa de ritmos expandida
Este projeto, baptizado com o nome Buddy, trata da construção de uma caixa
de ritmos robĂłtica, inspirada e baseada no modelo convencional da caixa de
ritmos digital. Concretamente, foi concebida uma bateria musical robĂłtica pela
implementação de um sistema de solenóides controlados em tempo real por
interfaces MIDI. O robot permite desenvolver o mesmo tipo de trabalho que as
caixas de ritmos convencionais possibilitam (e.g. interpretar padrĂ”es rĂtmicos
prĂ©-compostos), favorecendo contudo uma experiĂȘncia sonora acĂșstica e, por
conseguinte, uma experiĂȘncia musical e sonora mais estimulante. AlĂ©m da
abordagem convencional que esta bateria robĂłtica possibilita (e.g. tocar
padrĂ”es rĂtmicos), este projecto prevĂȘ outras abordagens que possibilitam uma
exploração artĂstica e musical mais abrangente, por exemplo, pela
implementação de ideias que promovam a interactividade (e.g. controlo da
performance do robot pela anĂĄlise ĂĄudio da performance do mĂșsico, controlo
do robot via internet).
O desenvolvimento deste projecto teve como base a plataforma open-source
Arduino e foi publicado e documentado online com acesso ao cĂłdigo fonte e
aos esquemas electrĂłnicos, permitindo assim que artistas e educadores sem
formação em engenharia electrotécnica possam construir robots semelhantes
para usar em contextos artĂsticos ou pedagĂłgicos.This project, named Buddy, deals with the construction of a robotic rhythm box,
inspired and based on a conventional model of a digital rhythm box. More
specifically, a robotic musical drum set was conceived through the
implementation of a real-time automatic system of solenoids controlled via MIDI
interfaces. The robot allows the development of the same type of approach that
traditional rhythm machines enable (e.g. to interpret pre-composed rhythm
patterns), favouring, however, an acoustic sonic experience, and therefore, a
more stimulating sound and musical experience. Besides the conventional
approach that this robotic drums allows (e.g. to play rhythm patterns), this
project foresees other approaches that can enable a wider artistic and musical
exploration, for example, by implementing ideas that promote interactivity (e.g.
robot performance controled by audio analysis of the musicianâs performance,
internet robot control).
The development of this project was based on the Arduino open-source
platform, and it was published and documented online with access to the source
code and to the electronic schemes, allowing artists and educators without a
formal education in electric and electronics engineering, to be able to build
similar robots to use in artistic or pedagogical contexts
Channelisation of Noise through a Rhythmic Grid: Brutalist Mechatronic Sound-sculpture
The aim of this thesis is to provide accessibility and appreciation for sounds that are conventionally perceived as non-musical or ânoiseâ. Ordering the noise on a grid of metric rhythms, and underlining its materiality through an audiovisual mode of expression are the two main strategies employed. Using the medium of mechatronics, mechanically generated sonic by-products of technological developments are chosen as the focus sonic material. As a result, the output of this research extends what is known as glitch music outside the territory of amplified sound, to a realm where noise is created physically and acoustically.
Based on these objectives, and following an investigation on the use of mechatronics in contemporary sound-based art, an ensemble of mechatronic sound-sculptures is designed and developed. Varying in terms of material, sound-generating mechanism, and sonic quality, the ensemble is divided into three different instrument-types, each of which is introduced, thoroughly described, and sonically evaluated. Next, three new audiovisual works are developed and realised utilising the mechatronic sound-sculptures, in order to turn into practice the ideas explored in this research. These compositions â which are all exhibited in competitive international symposiums â undertake the integration of mechatronics in three areas of sonic arts that are interconnected with the sound-sculptures.
Furthermore, this thesis also establishes an aesthetic framework that formalises a significant body of contemporary sound art and music that, prior to this work, had suffered academic inattention. Probing the various parallels between the ideas developed in this thesis and Brutalist architecture, âsound-based brutalismâ is coined and formulated as an aesthetic underpinning for not only the academically marginalised works discussed, but also the work of the author. Lastly, two audiovisual projects (a performance and a series of ten installation pieces) are developed using the entire mechatronic sound-sculpture series in an effort to realise âsound-based brutalismâ
Adaptive and learning-based formation control of swarm robots
Autonomous aerial and wheeled mobile robots play a major role in tasks such as search and rescue, transportation, monitoring, and inspection. However, these operations are faced with a few open challenges including robust autonomy, and adaptive coordination based on the environment and operating conditions, particularly in swarm robots with limited communication and perception capabilities. Furthermore, the computational complexity increases exponentially with the number of robots in the swarm. This thesis examines two different aspects of the formation control problem. On the one hand, we investigate how formation could be performed by swarm robots with limited communication and perception (e.g., Crazyflie nano quadrotor). On the other hand, we explore human-swarm interaction (HSI) and different shared-control mechanisms between human and swarm robots (e.g., BristleBot) for artistic creation. In particular, we combine bio-inspired (i.e., flocking, foraging) techniques with learning-based control strategies (using artificial neural networks) for adaptive control of multi- robots. We first review how learning-based control and networked dynamical systems can be used to assign distributed and decentralized policies to individual robots such that the desired formation emerges from their collective behavior. We proceed by presenting a novel flocking control for UAV swarm using deep reinforcement learning. We formulate the flocking formation problem as a partially observable Markov decision process (POMDP), and consider a leader-follower configuration, where consensus among all UAVs is used to train a shared control policy, and each UAV performs actions based on the local information it collects. In addition, to avoid collision among UAVs and guarantee flocking and navigation, a reward function is added with the global flocking maintenance, mutual reward, and a collision penalty. We adapt deep deterministic policy gradient (DDPG) with centralized training and decentralized execution to obtain the flocking control policy using actor-critic networks and a global state space matrix. In the context of swarm robotics in arts, we investigate how the formation paradigm can serve as an interaction modality for artists to aesthetically utilize swarms. In particular, we explore particle swarm optimization (PSO) and random walk to control the communication between a team of robots with swarming behavior for musical creation
Sustainable control of infestations using image processing and modelling
A sustainable pest control system integrates automated pest detection and recognition to evaluate the pest density using image samples taken from habitats. Novel predator/prey modelling algorithms assess control requirements for the UAV system, which is designed to deliver measured quantities of naturally beneficial predators to combat pest infestations within economically acceptable timeframes. The integrated system will reduce the damaging effect of pests in an infested habitat to an economically acceptable level without the use of chemical pesticides.
Plant pest recognition and detection is vital for food security, quality of life and a stable agricultural economy. The research utilises a combination of the k-means clustering algorithm and the correspondence filter to achieve pest detection and recognition. The detection is achieved by partitioning the data space into Voronoi cells, which tends to find clusters of comparable spatial extents, thereby separating the objects (pests) from the background (pest habitat). The detection is established by extracting the variant and distinctive attributes between the pest and its habitat (leaf, stem) and using the correspondence filter to identify the plant pests to obtain correlation peak values for the different datasets. The correspondence filter can achieve rotationally invariant recognition of pests for a full 360 degrees, which proves the effectiveness of the algorithm and provides a count of the number of pests in the image.
A series of models has been produced that will permit an assessment of common pest infestation problems and estimate the number of predators that are required to control the problem within a time schedule. A UAV predator deployment system has been designed.
The system is offered as a replacement for chemical pesticides to improve peoplesâ health opportunities and the quality of food products